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The Revolutionaries Rework #309

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The one rework to rule them all.

Revolutionaries as a gamemode is currently fairly derided as a gamemode that relies too much on murderboning and being too "metagamey" to counterplay. This design document aims to remake the Revolutionary antag into one that escalates appropriately in presence throughout the round, has clear end conditions and doesn't encourage round removal.

"I want to see people kidnap the QM, lock him in a room with a bunch of communism posters and have 5 medical doctors wearing red headbands scream at him until he converts to the revolutionary cause"

Enjoy!

I want to highlight the previously submitted Revolutionaries reworks #251 and #146, as some concepts from those documents have made it into this proposal where appropriate.

@github-actions github-actions bot added Design Related to design documentation for Space Station 14. English labels Sep 23, 2024
Codewords are able to deal damage even when communicated across different mediums, however the conversion strength is reduced to compensate for how easy it may be to do so:

- A Revolutionary speaking a codeword through a headset radio deals **0.25**x CHP damage.
- Announcement messages with a codeword by a Revolutionary deals **0.5**x CHP damage, without being divided among the people hearing it.
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If a rev gets more than one comms console board, this could be REALLY abused by just spamming one of the high codewords over and over.
With two comms consoles (90s cooldown each, let's just say 45s between announcements), it would take around 5 minutes and 15 seconds to convert all non-shielded crew, and it would be all at once as well, not ramping like normal. That skips the first two and possibly even the first three stages entirely.
I REALLY love the idea of a rev stealing a comms console and broadcasting propaganda over the speaker system while sec tries to track them down before it goes too far, but this could probably use some way to actually FIND a guy using the console without just aimlessly wandering maints (such as the AI being able to see them, or maybe a location message on command comms?)

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Simple solution would be to add the location of the comms console to the announcements, which i know some forks on 13 already do anyway. "Sent by: Urist McRev at Science South Maints"

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I think this is a fair point and even in other gamemodes it's considered a pain if the comms console goes missing and someone starts abusing it. The suggestion above to include the console's location would probably be good enough to counteract this.


#### Tier 2:
Tier 2 items should allow the revolution to blossom; these should have conditional usecases, meaning a headrev selects the one that is most suitable for how the revolution has developed.
- Marximov: A Revolutionary-aligned AI lawboard. Must still be installed in the AI law upload.
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Does this rely on borgs automatically getting the AI laws in the future, or are borgs supposed to be unconvertible for revs? Even converted scientists can't really do anything to them without an emag afaik.

Deconversion puts you fully on the crew side. This does fully include the ability to sell out your fellow Revolutionaries by remembering their names. Headrevs therefore have a choice to act more stealthily disguise themselves and blend in with the Revolution, or assign another Revolutionary (possibly their first convert) to act as the revolution's leader to throw off potential deconvert sell-outs.

Methods of deconversion include:
- Harm baton, heals **10** CHP per hit
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I feel like this makes a crew lose before the round ever reaches the open confrontation, arresting a single antag in a couple minutes is considered pretty fast normally, but would be deadly here. Might be fine with some number wrangling, but wanted to give an alternative:

I love the idea to nudge sec to be violent about this, possibly lethal after a certain point, but some nonviolent ways should be available to the rest of the crew. Perhaps being around the captain humanizes him so he passively heals CHP. Or alcohol/space drugs makes people content so it greatly increases the healing rate. The random pizza event deals global CHP damage, but actually eating it heals a ton. Stuff like this would actively push revs to be increasingly more public to counteract these effects. It could also make paranoid heads do the things corpo managers do to keep morale up, which could be pretty funny.

I agree that deconversion should not happen on accident and it makes these tricky, but they could work similarly to how poison works in a lot of games. Simply can't go over 0, and/or the effect scales in a way that can't deconvert, but the heal amount is greater the further away from 0 the person is.

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I don't like deconversion methods. Like, how beating up crewmember with stunbaton will make him more loyal again?

Perhaps being around the captain humanizes him so he passively heals CHP. The random pizza event deals global CHP damage, but actually eating it heals a ton.

I like these ideas. Sec also should have propaganda methods. Maybe some type of radio or loud speaker that increase CHP or sec will have their own words to increase CHP like revs. This will force revs and command find a way to control station communications as fast as possible.

@Everturning
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this is a really good idea and it seems real fun. Here are the things I like and that I don't.

Like:

  • Mindshield being breakable. It makes it have some reason to buy multiple for the same people instead of just to distribute to crew. And, I love the scene you detailed in PR description.
  • I just generally like it. there's a lot here I like. I cant organize it all. this is just a good rework proposal.

Dislike (mostly if not entirely to do with the DDD, which is a good idea in itself, just the items are weird)

  • Cargommunism Pad is OP. It's just a evilcoded QM board, with supposedly little counterplay. Maybe it should be cargo locked or have at least one major difference from the digiboard.
  • Mind-swap doesn't make sense. I understand it's locked behind tier 3, but... a complete mindswap? why would revolutionaries have access to wizard spells? it's weird.
  • The defriebman should make it so that the people you defib are convertable, not instantly converted. Makes for a cool scene where when you wake up from death you have a few seconds to run before joining the wave.
  • Something about the headset codewords thing irks me. I understand the intent, but mechanically it's very strong. Even 0.25 of the damage is still kind of powerful with the major codewords. But maybe it's not that. I still see something wrong there that I can't really define.

An idea I had: There should be some sort of interaction with the news management console. Maybe amp up the communications console effect on there? Would probably only apply if the crewmember reads the article.

Please take this all with a grain of salt, as, after all, these are just the musings of a player. I just wanted to add my thoughts on such a good rework proposal. This also completely remakes the conversion format for the game mode, which is truly... Revolutionary.

TL;DR, maybe analyze the DDD items more, mindshields being breakable is good, radio codewords needs a bit of looking at

@BombasterDS
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This revolution idea sounds amazing. What are you thinking about renaming Conversion Health Points to Loyalty?
Also it should have interactions with reporter and news.

@Kadeo64
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Kadeo64 commented Sep 26, 2024

wow holy shit this sounds 200% better

who would have thought that making murderbone a bad idea would solve revs

@Kadeo64
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Kadeo64 commented Sep 26, 2024

CentComm agents and other Admeme should be similarly unconvertable by default.

*except centcomm interns :trollface:

@BombasterDS
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The Captain is also unique in that they always have 100 CHP and can never go below this.

Head of Security should have same property imo.

@Kadeo64
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Kadeo64 commented Sep 26, 2024

The Captain is also unique in that they always have 100 CHP and can never go below this.

Head of Security should have same property imo.

thistbh HoS would never support a revolution

@mirrorcult
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there are some very good concepts here

@Djungelskog2
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I like how not only did you stop the issues with the gamemode but actively turn some negatives such as metagaming pr lack of RP into positives by mechanically forcing people to socialise or do social deduction

@CaelleakNavinski
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Yes. Ten thousand times yes. This is amazing. Very very well done.

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